Valeros

Arakan's page

757 posts. Alias of Troy Malovich.


Full Name

Arakan

Race

Half-Elf

Classes/Levels

Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Gender

Male

Size

Medium, 6'2" 155lbs

Age

19

Special Abilities

Cognatogen (Chr), Sneak Attack (2d6), Archaeologist's Luck +1 (6/7 rounds/day)

Alignment

Chaotic Neutral

Languages

Common, Dwarven, Elven, Giant, Halfling, Literacy

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 16

About Arakan

Arakan
Male half-elf alchemist (mindchemist, vivisectionist) 3/bard (archaeologist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 32, Pathfinder RPG Ultimate Magic 19, 20)
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 enhancement)
hp 28 (4d8+8)
Fort +5, Ref +8, Will +4; +2 bonus vs. poison
Resist poison resistance
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Offense
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Speed 30 ft.
Melee mwk punching dagger +2 (1d4/×3)
Ranged mwk hand crossbow +5 (1d4/19-20)
Special Attacks archaeologist's luck 7 rounds/day (+1), sneak attack +2d6
Bard (Archaeologist) Spells Known (CL 3rd; concentration +6)
. . 1st (2/day)—charm person (DC 14), cure light wounds
. . 0 (at will)—detect magic, mage hand, sift[APG], unwitting ally[APG] (DC 13)
Alchemist (Mindchemist, Vivisectionist) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—ant haul[APG] (DC 15), endure elements, firebelly (DC 15), shield
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Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Brew Potion, Fast Learner[ARG], Lingering Performance[APG], Throw Anything
Traits fast-talker, magical knack
Skills Acrobatics +7, Appraise +9, Bluff +11, Climb +3, Craft (alchemy) +11 (+14 to create alchemical items), Diplomacy +7, Disable Device +9, Disguise +7 (+9 (duration)), Escape Artist +6, Intimidate +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +13, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +7, Perform (oratory) +7, Profession (cook) +4, Sense Motive +5, Sleight of Hand +7, Spellcraft +8, Stealth +9, Survival +7, Use Magic Device +8; Racial Modifiers +2 Perception, +2 Survival
Languages Common, Dwarven, Elven, Giant, Halfling, Literacy
SQ alchemy (alchemy crafting +3), bardic knowledge +1, cognatogen, discovery (infusion), elf blood, perfect recall, swift alchemy
Combat Gear cognatogen[UM], potion of cure light wounds (2), potion of endure elements, black adder venom (3), bloodroot (3), blue whinnis (3); Other Gear leaf armor[ISWG], mwk hand crossbow, mwk punching dagger, muleback cords[APG], alchemy crafting kit[APG], bandolier[UE], bandolier[UE], bedroll, belt pouch, blanket[APG], flint and steel, formula book[UE], ink, black, inkpen, masterwork backpack[APG], masterwork thieves' tools, tent, small, trail rations (8), waterskin (2), whetstone, 10 gp, 2 sp, 8 cp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Cognatogen (DC 15) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Bard [Archaeologist]) +2 CL for a specific class, to a max of your HD.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

History:
Arakan was born the illegitimate son of one of Balic's land owning Patricians and an Elven slave. Patrician Darius never acknowledged his son, and sold Arakan's mother as soon as he learned she was pregnant. His mother was a house slave and as Arakan got older he was put to work in the fields. Arakan learned about plants during his field work and how to cook from his mother, she also shared with him the tales of her tribe. As he got older he learned what not to touch "Careful, it's poisonous", what not to eat "Spit that out, it's poisonous" and what not to mess with "Don't play with that creature, it's poisonous". He realized that if he could master one of Athas' more prevalent crops he could get the world to work with him, and not against him. When his mother passed away, she told him that he was due the lands of Patrician Darius if he could get his father to acknowledge him.
Arakan decided he would infiltrate his father's house, and would start by hiding his heritage, since everyone knows you can't trust an Elf. He worked his way in at first through handling the gardens, then got inside when he showed he had a way about the kitchen. Since he was a gifted storyteller he soon earned his way into the great hall. The house had just gotten a new cook, Karindes, from his old employer. This new cook knew Arakan and threatened to expose him if he didn't give him half his wages. Arakan needed to act quickly.
One day before Lord Darius was given his evening meal he decided he would make his move. He tainted the Lord's meal with the poison he had collected from a Jankx and hid the remainder of the poison amongst Karindes' belongings. Before Lord Darius had eaten, Arakan shared with him his heritage, and Darius refused to accept it and banished him from his household. He decided then that he wouldn't volunteer the antivenom. Having poisoned a patrician and framed someone else, Arakan decided it would be best if he left the city. He saw a job offer for guard duty on a House Ianto caravan leaving in the morning and realized this was his best bet for getting out as soon as possible.